Celestial Calkers

Wielders of popular magic.

Clan Mage

A user of emotional bonds via familial love to draw people together to create magical protections that connect "families" (literal or metaphorical). They do this through special marks and symbols of their clan (chosen or not).

A clan is a group of closely interrelated families of any kind. Clans exist in many cultures around the world, and figurative clans exist everywhere communities and people are together. Clans are founded upon emotional bonds, cemented via blood rites, and carried forward by tradition.

The basis of clan magic is the emotional bond created between members of a clan. These emotional bonds allow them to communicate over impossible distances, share skills, protect one another, sense via each others' senses, share powers, and do other things if they are trained in these arts and perform the correct traditional rituals. To form the emotional bond, a feeling of love must be felt between members of the clan. They form automatically between anyone who has performed the same blood rite of initiation into the clan.

An existing clan will practice certain traditions that only the clan knows and follows. These reaffirm the emotional bonds of their family and maintain the magic at the heart of the clan. There are always multiple families within a clan.

Every clan's initiation ritual is different. Blood must be involved, and the intention to recognize the one being initiated into the clan must be there. It cannot be accidental, even if it is informal or even if other words are used. The basic common ingredients are

  • Blood shared with or spilled in the presence of an existing clan member - always the initiate must give blood; it is best if the initiator also does

  • An oath of membership and vow of protection ("Do you swear to protect...?")

  • Agreement of all parties, explicitly expressed

  • An act of service to the clan as proof of intention and commitment

  • An invocation of the clan's symbols

The child of someone who is part of a clan is automatically part of the clan without being initiated. However, they only may partake in the defensive powers provided - that is, they have the magical protections of the clan. Until they are formally initiated, they do not have the other powers of the clan. A clan mage or even just a member automatically has bonuses to protecting children, and special rites exist to protect them.

Every new generation of a clan builds up greater clan power as their ancestors' power remains in their blood.

Sometimes people change clans. Departures can be automatic (if one's emotional state so profoundly alters that the clan bond is broken), or they can be intentional and directed by tradition (usually, marriage ceremonies involve a ritual of breaking the bond and a new blood initiation). These vary clan to clan, but the main ingredients include a ritual of symbol-breaking and a new blood rite. If one is not changing but just leaving a clan, all it takes is the appropriate breaking of symbols.

Every clan has a set of symbols and marks that represent them. If the clan changes over time, the symbols may change, but a rite involving a majority of clan members must be performed to do so. Clan mages carry simulacra of the symbol used to found their clan to invoke their powers. Creating such a symbol involves a blood rite, usually a rite of founding.

The rites of invoking a symbol always requires the symbol be present either in physical presence or in image. Common rites include

  • Rite of Founding: the founding of a clan requires a series of blood rites that bond the founding members to each other and to the symbol of their clan.

  • Rite of Initiation: see above.

  • Rite of Departure: this requires symbol-breaking.

  • Rite of Protection: the primary purpose of a clan bond is mutual protection, especially of children. Rites of protection require the clan mage spill blood into a circle within which is the clan symbol, thus offering up blood to the clan itself to avoid others' bloodshed. If a symbol of a specific clan member (either a personally associated symbol or a part of the person such as a lock of hair or piece of clothing) is in the circle, the spell will target them specifically. If it is just the clan symbol, it will be a weaker protection over the whole clan. If a specific attack is associated via symbol (fire to protect from fire, arrow to protect from arrows, etc.), only that attack will be defended against.

  • Rite of Messaging: communicating over vast differences requires a symbol of the target clan member or the whole clan, and a mirror, a dash of blood, and a magic circle.

  • Rite of Union: uniting two or more clans requires all their symbols be in a circle of power, multiple clan mages and members provide blood, and vows and oaths be made, and a new symbol anointed for the new clan.

  • Rite of Deliverance: if a clan member is captured or taken captive, they can be released via a rite of deliverance by their clan's mage. This requires a piece of them being burnt in the blood of the enemy or a symbol of the enemy, within a magical circle, and the symbolic breaking of a chain, rope, or other bonding agent.

  • Rite of Many Hands: sharing skills, lores, powers, etc. between clan members is done via a ritual wherein symbols of each individual are bound to each other with the hair (or other sinew) of the clan mage within a circle of magic, washed with blood, and the clan symbol invoked.

  • Rite of Finding: to find a missing member of the clan, the clan mage need only something of theirs, some clan blood, a mirror, and a bowl of water.

  • Rite of War: the most dangerous of rites, this rite calls the clan to war, empowers them in the fight, and unleashes the clan's protections as manifest in the fight. It requires blood of either 13 clan members (including the mage and chief) or of 50%+1 clan members (if there aren't 13 members). It requires oaths to fight and an invocation of the clan symbol that will destroy it if the clan falls. And it involves the enemy's blood or symbol if possible. Finally, it requires the clan mage's own body, mind, heart, and soul be invoked.

  • Rite of Preservation: the protection of children is utmost. The rite of preservation protects children, pregnant people, new parents, and new grandparents from mundane and magical dangers by invoking the clan mage's own body, mind, heart, and soul. They take damage for the protectees or designate someone to do so.

To invoke a clan symbol varies by symbol and clan. To break the clan symbol is to revoke a bond. Intention matters - the intentional destruction of a symbol is a right. Dropping and breaking a symbol won't force you out of the clan, but it will be seen as a bad omen and give the one who broke it penalties (-1) for upwards of 13 days if it is a minor symbol and upwards of 13 generations if it was, say, the founder's own symbol. These penalties can be rectified by a ritual of re-initiation after a quest to make up for it.

Clan quests always are acts of service to the clan. A quest can be invoked to empower a warrior or chief, initiate or re-initiate a member, grant a new power, or find a new symbol.

The clan mage may use their powers in the following ways:

  • Bloodfire: a clan mage may spill their own blood into a bowl, invoke the clan symbol, and then drinking the blood. The clan mage's blood will then burn within them and allow them to hurl bloodfire from their bodies, usually channeled through a weapon. It is a celestial flame that only harms infernal targets or those who have had war invoked against them via the rite of war.

  • Clan beast: the living symbol of a clan can be invoked by a clan mage such that they take or give qualities of the living symbol to themself or clan members, up to and including taking the creature's form. Those who specialize in this risk losing themselves to becoming the creature in question.

  • Clan blood: anyone in the clan may call upon the blood of the whole clan by spilling their own onto a clan symbol and asking for strength. Clan blood is sacred and powerful, and if it touches a child (in the clan or not), the child will gain +1 protection of any kind the giver of blood intends per wound-level's worth of blood given (+1 flesh wound, +2 normal, +3 special, +4 exceptional, +5 critical, +6 death by blood loss).

  • Communication: the clan mage can send a direct message to any member of the clan (with no response needed) via simple invocation. They can create a continuous messaging bond to have a conversation with another clan member. And they can send an announcement to an entire clan, but only once per year.

  • Exchange: to share powers, skills, stats, and other qualities magically through clan magic requires willingness on the part of all parties and great power. A clan mage may only do this temporarily, and the consequence of not ending this on time means loss of power or skill for all parties involved. A warrior given temporary prowess bonus will lose their bonus and the equivalent of their bonus from base score if the mage fails to rescind the bond in time, for example. To break the bond, the bindings on the symbols must be cut or broken. The duration of sharing is determined by success of the spell (tie - 1 second; normal - 1 minute; special - 1 hour; exceptional - 1 day, critical - 1 week). Failure of the spell can mean penalties for greater time (normal - 1 hour, special - 1 day, exceptional - 1 week, critical - 1 month). Multiple failures can lead to permanent losses. A clan mage may decide to trade duration for higher bonuses, but the risk of backlash increases significantly.

  • Healing: a clan mage may use their blood to soothe trauma, fear, pain, or other emotional damage just as they would use it to protect someone. To heal physical wounds or sickness, they must take on that sickness or wound themself. Their magic will make them better able to heal from it (turning a mortal wound into a special wound) but not quicker at healing. Thus, they have penalties for longer, but it is less likely to kill them or permanently damage them. If the damage is otherwise permanent (a lost limb, permanent lung damage, paralysis, etc.), they can heal it only with equivalent and permanent exchange and weakening of their clan magic.

  • Protection: the clan mage may take wounds for any member of the clan after they have been initiated by marking themselves with that person's symbol or blood. Or they may do this rite by marking different clan members with blood and thus giving one or the other the wounds of the other.

Clan mages often must record clan history, keep track of the clan’s genealogy, work as the clan’s scribe, keep track of the clan’s deeds and feats, and track inheritances, if applicable to their clan.

PRO / ATH / STR +1 AWA +2 WIL +2 PRS +2 STH /

Farseer

A wielder of celestial light and vision who can see beyond the edges of reality.

Farseers view their magic as an art. They study under mentors or other teachers of their magic and learn how to engage with it as an artistic endeavor, learning about other arts - especially visual arts - along the way. Once they have achieved a high level of skill in at least one mundane art, they are able to use it as a source of inspiration and power for their magical arts, but they must also be training in the magical art as well. Eventually, their mentors or teachers test them on both their skill and their devotion to wielding the magic appropriately, for it will not work for someone who uses it to empower or support oppression, abuse, or exploitation.

They must build up a store of works of art that they created of sufficient skill to generate the magic they need, and they must learn to sense and draw the celestial light it gives off. Then, they must craft their own crystal spectacles through which to use their magic.

Once they have their spectacles, they can use the following abilities:

  • Farsight: the farseer can multiply their line-of-sight by 10 per point used, but cannot see through solid objects.

  • Psionic sight: the farseer can see the psionic resonance around everything within visual range, allowing them to know what is intelligent and what is not.

  • Heartsight: the farseer can see what someone is feeling, rolling +1 point of perception per point used against the PRS of the target.

  • Soulsight: the farseer can see the soul of anyone within visual range, rolling AWA against their STH to see it at all, then AWA vs. the highest base stat to plumb the depths of the soul.

  • Magicsight: the farseer can see esoteric energies within visual range.

  • Planarsight: The farseer can see into other planar realms, rolling against different difficulties depending on the real (see chart below).

These sights can be stacked, but it requires a little more energy (+1 extra per sight used). Other sights may be possible. Consult the GM.

Plane Difficuly
Nether Realm 14
Celestial Realm 11
Infernal Realm 20
Elemental Realm 17
Dream Realm 14
Interstitial Realm 11
Draconic Realm 17
Faerie 14
Outer Realm 17

Some regions of these realms might be harder to see than others.

PRO / ATH +2 STR / AWA +4 WIL +2 PRS +1 STH -1

Hearth Mage

An esotericist who draws from the laws of hospitality and the warmth of the hearth.

One's home may be anything from a mat on the ground to a sprawling town, but hearth mages need one with a hearth or other safe place for fire to wield their magic. They must identify it as their home consciously or subconsciously. Whether this is yearning to be there when times are hard, feeling safe there, or simply wanting to be there when you sleep, it is home. Any home with a safe placefor fire can generate hearth magic, but the most potent hearth magic is generated when the four qualities of home that are met:

  • Sanctuary: a home may not be truly safe, but one must feel safer there than elsewhere.

  • Comfort: a home must bring one comfort when one is there.

  • Identity: a home must feel part of oneself. This can be as simple as an association with one's personal space or as much as a part of the person's culture or personal self-identification.

  • Control: a home must be at least in part under one's control. This could be as simple as their ability to choose where to lie their head or in what decor to use or as much as full ownership.

Once they are living somewhere where hearth magic can develop, the hearth magic can be invoked and grown by keeping the laws of hospitality, making the home a place of comfort, relief, and sanctuary, and keeping it safe from infernal powers.

Hearth mages always have magic so long as their hearth (or equivalent) has a flame in it. Their magic comes in two categories: those centered on their home, and those they can use outside of it.

Home magic:

  • Ritual of hospitality: a ritual taking an hour’s time, any time a guest arrives, the hearth mage may perform this ritual to give them protection from instant death, disease, and poison for the night. This can be repeated each morning at dawn.

  • Comforting blanket: the hearth mage may enchant a blanket to give emotional comfort to anyone it is draped over, releasing them from any emotional magicks.

  • Light of relief: the hearth mage may direct a cone of light onto anyone within 30’ that relieves them of curses, hexes, geases, or infernal effects while they are in the house.

  • Circle of sanctuary: the hearth mage may create a magical circle 30’ in diameter that protects anyone in it from at least three of the following (hearth mage’s choice) - disease, poison, instant death, nightmares, fear, charm effects, paralysis, transfiguration, undeath, trauma, pain, domination, manipulation, control, despair, entropy, enslavement, misfortune, dismemberment, disabling, malnourishment, filth, loss of mind, body, heart, or soul, consumption, void, blasphemy, or weariness.

  • Cleansing salt: the hearth mage may sprinkle salt on a target and cleanse its body, heart, mind, or soul, depending on how much magic they use.

  • Sealing mark: the hearth mage may mark with soot from their hearth a target and seal it in a single room of the house.

  • Hearthfire: the hearth mage may draw fire from their hearth and direct it at a target, hitting them with celestial fire, damage rating 16/22/28/34.

  • Welcoming gesture: the hearth mage may perform this when a guest enters the house to release them from any anxieties of being in the space.

  • Prepared space: the hearth mage may magically prepare a room for a guest.

  • Home advantage: the hearth mage takes the high die after invoking this in their home.

Outside magic:

  • Rebuilding spell: the hearth mage can rebuild their entire home if they can rescue a single object from it after it has been destroyed.

  • Returning step: if the hearth mage can take a step, they can instantly return to their home, so long as it still stands.

  • Cleansing salt: the hearth mage may sprinkle salt on a target and cleanse its body, heart, mind, or soul, depending on how much magic they use.

  • Sealing mark: the hearth mage may mark with soot from their hearth a target and seal it in a single room of the house.

  • Hearthfire: the hearth mage may draw fire from their hearth and direct it at a target, hitting them with celestial fire, damage rating 16/22/28/34.

  • Circle of sanctuary: the hearth mage may create a magical circle 30’ in diameter that protects anyone in it from one of the following (hearth mage’s choice) - disease, poison, instant death, nightmares, fear, charm effects, paralysis, transfiguration, undeath, trauma, pain, domination, manipulation, control, despair, entropy, enslavement, misfortune, dismemberment, disabling, malnourishment, filth, loss of mind, body, heart, or soul, consumption, void, blasphemy, or weariness.

Other abilities may be possible. Consult the GM.

PRO / ATH / STR +1 AWA +2 WIL +3 PRS +1 STH /

Joysbearer

A joysbearer is a wielder of euphoria and feelings of joy who captures the energy in lockets or gourds, then uses it to create either art, music, food, or other sources of joy and pleasure.

To become a joysbearer, one must be able to sense the energy of euphoria. To do this, the joysbearer must undergo a ritual wherein they open their metaphorical hearts. This ritual may vary by culture, but the basics are that the joysbearer sits in a circle of people under a full moon (any moon), each of whom speaks of their problems. The joysbearer then asks questions until they feel they fully understand the problems. At this point, they go into a meditative trance, and those in the circle wash the joysbearer in clean water from head to toe, removing the joysbearer's clothing (if any), then shaving their body (if need be), so that they are laid bare literally and therefore metaphorically in their emotional state. In their trance, the joysbearer will take in the pain of those in the circle as each one pours water over them. When they come out of the trance, they will have until the next full moon of the moon they were sitting under to address the pains of the people in the circle. They can address the pains by solving or healing them or by taking the pain from them (via the smiling skill listed below, which they may only use under a new moon during this phase). If the latter, that pain will always follow the joysbearer. If they fail, they may try again at the next full moon (and there is no limit to how often they may try) after their hair has regrown (if possible). If they succeed, they will have the ability to sense euphoria and capture it, to engage in smiling at any time, and the ability to infuse euphoria into certain works or actions.

They will also be unable to grow their hair back after succeeding. Their inability to regrow hair is a reflection of their bare emotional state and ability to take on the emotions of others. If they are of a species that does not grow hair, sometimes this is replaced with other physical loss (scales, feathers, etc.) or alteration (smoothing of crystal crags, for instance). The physical downsides to these changes remain present (less ability to be protected from cold, inability to fly, altered ability to refract light, etc.). In some cultures, it is considered inappropriate for a joysbearer to cover up their hairlessness with wigs, etc., but in others it is considered standard to their role. In the colonies, covering it up is common - they are criminalized and must operate in secret.

Euphoria is generated by any resonant response to pleasure, joy, delight, happiness, or other positive emotions within the realm of joy. Small amounts are created with almost every form of pleasure a mortal experiences, but usable amounts are only created - and even then, only briefly - via moments of collective joy. Parties, celebrations, ceremonies, and so on generate the most euphoria. Any kind of celebration will work, from birthday parties to orgies, from weddings to harvest festivals, from religious celebrations to holidays, from regular parties to celebrating accomplishments. The use of euphoria requires capturing and storing it after it is generated. There are two main methods of doing this: gourds and lockets. This is done only with willing participants. Those who contribute to it will find their own positive emotions slightly lessened (never to the point of losing it entirely) by contributing, but it will be stored to be used later when needed. The joysbearer must ask and receive permission before offering them the gourd or locket.

Once captured, the euphoria within a container is essentially a battery that the joysbearer can draw from to spread joy. There are four methods:

  • Smiling: by smiling at and locking eyes with someone, the joysbearer will transfer joy and wash away worries and pains. Once the target begins smiling, the joysbearer releases their gaze. If the target is unwilling, this will fail automatically. If they smile back, the joysbearer will also learn the source of the target's discomfort, sadness, or pain. If they cannot solve the problem, they can absorb some of the pain permanently to help the target survive it.
  • Euphoric dram: if captured in a gourd, the euphoria captured can be mixed with a bit of water or alcohol and become an intoxicating drink that brings intense euphoria. It comes with no hangover, lasts for a few hours, but does not solve any problems or give any insights.
  • Emotional bond: the joysbearer can engage in an intense, intimate action with another person after drinking a dram or while wearing a locket full of joy that creates an emotional bond with the person. This is only ever done consensually. Both become filled with joy and allows them both to spread joy and help others for a short period of time afterward simply through speech. This is usually done to begin happy partnerships, such as a romantic relationship.
  • Lightening touch: a joysbearer with a locket full of joy may spread some of it with a simple, consensual touch. This is extremely temporary and does nothing but lighten the load for a few hours.
  • Joyful performance: if the joysbearer performs a dance, music, an act of kindness, theatrical performance, clowning, etc. with a locketful of joy, they will spread out their joy to everyone watching. Though the larger number of targets weakens the effect and uses up more power, it also might create more euphoria to absorb, creating a feedback loop if all consent.
  • Lavender art: if the joysbearer makes a work of art - a painting, a sculpture, something tangible - and imbues the lavender light of euphoria into it, the object will temporarily spread joy to any who see it.

It is impossible for them to wield it for oppression, cruelty, or violence, as those destroy joy.

PRO -1 ATH +1 STR / AWA +1 WIL +1 PRS +3 STH -1

Luzane

An esotericist who draws from their own principles to solve and understand magical puzzles.

Those who devote themselves to fighting for revolution automatically place themselves in opposition to the authorities, the ruling class, and their knowing servants. In order to survive living in opposition to oppressors, one must be principled. In order to be successful in opposition, one must be principled. While the exact details of those principles may vary by political philosophy, they all share in common their resistance to oppression.

To tap into the magical essence that is created by principled action, luzanes study for years, and they spend every moment living a principled life. Any failure will weaken them, and significant failures (working with the police, becoming a boss, etc.) will render them completely powerless. After three years of study and principled living, they are tested by mentors and other luzanes, tempted, and tricked, and if they fail, they may learn from the process to try again (after at least a year and a day). If they succeed, they are given a device that has nine principles written on, sewn into, etched into, or otherwise marked on. They carry this device for another year and a day, living up to each principle, and passing another test for each principle. After this, they will wake up one day seeing the device differently.

The device is called a miyu. Its appearance varies, but it is always a puzzle, a riddle designed to be solved. It can only be unlocked if the holder maintains their principles, and if those principles are for the people, not the powers-that-be.

Some common abilities unlocked from the puzzle include the following:

  • Recognize class: the first puzzle allows the luzane to recognize the class status of anyone they meet on a simple PRS roll.

  • Sense principles: the second puzzle allows the luzane to sense the principles and convictions held by anyone they meet on a simple PRS roll.

  • Internal resistance: the third puzzle allows the luzane bonuses to WIL to resist temptations and magical attacks on their mind. On the sixth puzzle, this expands to include their soul.

  • Solidarity spell: the fourth puzzle allows the luzane to experience the same pain and suffering of another working class or oppressed person within 50’, taking wounds or other damage for them, alleviating stun or other effects.

  • People’s strength: the fifth puzzle allows the luzane to draw strength from any working class or oppressed people (who are not agents of empire) within 30’ of them, gaining +1 to +3 per person depending on how close they are.

They gain other powers as they continue to solve the miyu.

The magic of a luzane is heavily criminalized. They are burnt as witches.

PRO +1 ATH / STR +1 AWA +3 WIL +2 PRS +1 STH -1

Mirabilian

A worker of wonders.

Mirabilians are mages who create illusions and effects that instill wonder by drawing from their own sense of wonder. They themselves must be overtaken by wonder at the world around them, the people, the art works, the goodness and sense and wield the emotional resonance of their own wonder.

To do this, they must first learn to sense emotional resonance (often taught to them by a mentor) and capture it, sometimes in a jewel called a dumaqu, in a crystal, or in a work of art. The method they use is determined mostly by who taught them. This object becomes the focus of their power, and they must have it present when they use their magic. To generate wonder, they must create works of art that instill wonder in others. That feeling will make their own wonder resonance amplify, and they can capture it in their jewel, crystal, or work. This becomes their fuel for magical abilities:

  • Wondrous image: they can create an illusion that is full of light and power that instills wonder in those who see it. If they roll well enough, it attains solidity.

  • Rainbow wall: they can create a wall of rainbow light around them that repels anything infernal.

  • Heron’s call: they can send out a beacon that calls wondrous birds to them to assist them for a short while.

  • Amazing formation: they can shape metal, stone, wood, or other solid materials into a statue that permanently instills wonder in an area. The statue can move and act if they roll well enough, but it will not have consciousness.

  • Crystalline beam: they can emit a beam of splintered, rainbow light that opens minds and inspires people, causing those who serve imperial powers to temporarily or permanently renounce their roles.

Other abilities are possible. Consult the GM.

PRO +1 ATH / STR +1 AWA +3 WIL +2 PRS +2 STH -1

Prismatic Mage

Users of celestial light who carry prisms that can split celestial light into its seven component parts. These energies can then be redirected to empower others or create other radiant energies. Though anyone can use prisms on celestial light, few understand how to control the results or how it works. Only those deemed worthy by rainbow serpents learn those secrets.

Anyone who uses celestial light often enough will begin dreaming of rainbow serpents. If they are deemed worthy, the rainbow serpent will teach them the arts of the prismatic mage. If they are not deemed worthy, they will have to find other ways to learn. Those taught by rainbow serpents are often required to render services to the serpents, going on long journeys to help others in the world. A prismatic mage proves themselves worthy by helping others. A rainbow serpent will never teach those who harm others (or wish to) how to wield their powers.

Raw celestial light is more versatile and powerful than any of its single component parts, but it is much more difficult to control and can often overwhelm its targets. It also hits everything in its range, including targets you might want to avoid empowering. Because of this, prismatic mages tend to use the components instead. In order to find raw celestial light, a prismatic mage must either seek out natural rainbows, find objects that contain it, or generate it by helping others and receiving it from the rainbow serpents when they dream (they will awaken with celestial light around them that follows them until they use it).

Much as light splits into an infinite number of colors collected into seven categories, so too does celestial light split into an infinite number of variations split into seven categories of “radiance”:

  • Radiant body: Scarlet radiance, the energy of empowering bodies and physical matter.

  • Radiant action: Fulvous radiance, the energy of empowering actions, behaviors, and skills.

  • Radiant thought: Yellow or saffron radiance, the energy of empowering thoughts, knowledges, and learning.

  • Radiant movement: Emerald radiance, the energy of empowering movement, kinetics, energies and gaseous matter and sound.

  • Radiant identity: Sapphire radiance, the energy of empowering Names, the whole of one's being.

  • Radiant emotion: Lavender radiance, the energy of empowering emotions, as well as liquid matter.

  • Radiant soul: White radiance, the energy of empowering souls, identity, self, as well as light.

There is also a theoretical eighth component, known as black radiance, celestial absence, or empowering shadow, which is the explanation for the existence of celestial shadow, though others just claim this is an entirely separate energy.

Once split, celestial light can be filtered such that the only component present is the one(s) the prismatic mage wishes to use. This is done either by using colored prisms or by use of colored materials (cloth, paint, etc.) that absorbs components the mage does not wish to use and only releases the celestial light the mage wishes to use. These colored materials are draped over or applied to the prism when it is in use in order to direct and refine the celestial light.

Refining is done through use of complementary colors:

  • Scarlet (red) is refined by use of emerald (green) filters and vice versa.

  • Yellow is refined by use of lavender (violet) filters and vice versa.

  • Fulvous (orange) is refined by use of sapphire (blue) filters and vice versa.

  • White is refined by use of black filters and vice versa.

Magenta will neutralize a prism.

In other words, if you want a beam of red, drape green cloth over your prism, and so on. Use of in-between colors may result in more subtle or complicated results.

One may direct celestial light via the prism that breaks it up. Once it is refined, it can be pointed at a target. If it is held on a target for three seconds, the target will become empowered. This means that bonuses apply on the subsequent round to the one the prism is used in.

What can be empowered by a component is determined by its characteristics. Substance, color, and energy all come into play.

Component State Form Stat Skill / Power Color ElementSorted ascending
Full Radiance All Name Any (esp. Prowess) Any All All
Black Radiance Liquid Shadow All (esp. Stealth) Unexpected skills Blacks/greys Darkness
Yellow Radiance Gas Thought Awareness Lores and knowledges / Hard-learned skills Yellows Earth
Fulvous Radiance Plasma Action Prowess / Stealth / Athleticism Fine motor control / Acts of resistance Oranges Fire
White Radiance Plasma Soul Willpower Inherent non-physcial powers / Artistic skills Whites Light
Scarlet Radiance Solid Body Strength Craft skills and manual labor / Inherent physical powers Reds Metal
Sapphire Radiance Solid Identity Presence / Athleticism Skills to help others / Relationship skills / Sex / Empathy Blues Water
Lavender Radiance Liquid Emotion Presence Alleviating pains / Medical skills / Cooking / Mixing Violets Wind
Emerald Radiance Gas Sound Awareness / Presence Music, communication, language / Team activities Greens Wood

As per the spectrum above, browns are somewhere between oranges and yellows and thus can be empowered by both. Magenta is an unreal color and does not get empowered. Indigo is a violet. Anything on the edge between colors gets empowered by both, and lighter or darker versions thereof can tap into white or black radiance at weaker ranges than full white or black.

Some things may not be the color they are associated or perceived to be - many "grey" steel armors are in fact blue, for instance. Or mostly blue.

Anything with multiple colors within it will be empowered by any color present, but at a rate equal to the proportion the target is the specified color. For instance, a ship's sail that has a red stripe down the middle will be more strongly affected by white radiance than scarlet radiance.

No one has ever figured out how to create celestial shadow with radiance, hence why it is usually classified as a non-radiant energy. It is theoretically possible only.

Most naturally occurring rainbows contain celestial light, at least in trace amounts. To be specific, a rainbow is not merely the eruption of light into its spectrum, but such a phenomenon created by atmospheric conditions, especially in association with rain. In order to reach such a rainbow, a prismatic mage usually has to be able to fly; most acquire this (if they do not already have it) via use of yellow radiance. A prismatic mage will absorb celestial light by wearing clothing dyed with radiant dye.

Prismatic mages who absorb enough celestial light from rainbows into their clothing can unleash it and shape it into beautiful light sculptures and sometimes coherent images. They do this by rending the fabric and using prisms to catch the radiance as it escapes, then willing it to shape.

PRO -1 ATH -1 STR -2 AWA +3 WIL +2 PRS +3 STH -2

Visardeur

An esotericist who wears masks that are empowered by different forms of love.

A visardeur is someone who at some point in their life experienced love and loss. Their loss resonates with them deeply, and they gain the ability to sense and understand their own emotional resonance when it comes to love. This can take many forms - being taught by a mentor, learning it through trial and error (often weaker if no one helps them), or being guided by a celestial being. However they learn, eventually, they fashion the loss they feel into a blue jewel dumaqu mask.

The mask allows them to sense emotions, initially, but it also lets them understand their own better. As they do, they begin to sense when they feel different kinds of love, and if they act when these different forms of love are felt and resonate with them, they can empower their mask for new abilities:

  • Acceptance: acceptance as a form of love means taking someone as they are without judgment. This form of love grants the mask the ability to absorb inferally charged emotions and convert them to love.

  • Admiration: admiration is looking up to someone. This form of love grants the mask the ability to take on one feature or characteristic of those they admire if they are within 50’.

  • Communal love: communal love is love of one’s nation or group, community, etc. This form of love grants the mask the ability to speak without words to other members of their community.

  • Compassion: compassion is understanding the pain and suffering of others and wanting to help regardless of how much they are like you. This form of love grants the mask the ability to heal psychological damage to someone with their touch at a power of 13.

  • Crush or puppy love: the affection and desire of inexperienced or new love. This form of love grants the mask the ability to have an aura of joy once per day.

  • Desire: desire for people, places, or things. This form of love grants the mask the +3 seduction/PRS.

  • Divine love: love of the Divine or semi-Divine beings, worship of something greater. This form of love grants the mask the ability to roll PRS to gain favor with the Divine if they are a sincere worshiper thereof.

  • Familial love: love of family, blood or chosen. This can be between siblings, parent to child, child to parent, grandparent love, etc. This form of love grants the mask the ability to create an aura of protection around any children within 50’.

  • Friendship: love of one’s friends and acquaintances. This form of love grants the mask the ability to extend protection to anyone they call friend within 100’, giving them +3 vs. infernal attacks.

  • Grief: love of someone or something lost. This is the love that starts a visardeurs journey. This form of love grants the mask empathic senses and the ability to see the visardeur’s emotional resonance.

  • Kindness: generosity and altruistic love, love for strangers. This form of love grants the mask the ability to give one point of any stat to another person within 50’.

  • Passion: love for something like a hobby, pursuit, job, or action. This form of love grants the mask the ability to _

  • Pet love: love for a pet, usually an animal. This form of love grants the mask the ability to call their pet from anywhere within 5 miles.

  • Romantic love: love for a life partner or intimate partner. This form of love grants the mask the ability to sense their romantic partner anywhere and go to them instantly, within 1,000 miles.

  • Self love: love of one’s self. This form of love grants the mask the ability to alter one aspect of themselves once per year to better match their inner sense of self. These incongruities must be predetermined.

  • Sexual attraction: physical attraction to others. This form of love grants the mask the ability to heal physical injuries with a touch at a power of 10.

  • True love: probably mythical, or perhaps only supernatural. This form of love grants the mask the ability to destroy anyone who harmed their true love with a wave of blue flame 50’ in radius at a power of 19/28/37/46.

  • Unconditional love: love not only without judgment but without chance of losing it. This form of love grants the mask the ability to trade their life for someone else’s.

To wield any of these, they must be listed in the character’s motivations.

Other forms of love are possible, including more specific versions of the above. Consult the GM.

PRO / ATH +1 STR / AWA +2 WIL +1 PRS +3 STH -1

Topic revision: r5 - 12 Jul 2025, SallyJaneBlack
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